Creating Stylized Environments for Games by John Wallin Liberto
Duration:14+ hours
Actual Duration:14h 41m
Release date:2025, June
Publisher:Artstation
Skill level:Intermediate
Language:English
Exercise files:Yes
Software:Blender, Substance 3D Designer, Substance 3D Painter, ZBrush, Unreal Engine 5, Photoshop
Course URL:https://online-courses.club/
You get a full run-through of a stylized game environment, from matching concept art to final lighting. No skipped steps, no magic – just blockout, assets, materials, foliage, shaders, and composition put together like a real production.
๐ฏ What you’ll learn
- Match concept art with perspective tools and build a solid blockout and composition
- Create 10 tiling painterly PBR materials in Substance Designer with PAINTBOX 2
- Sculpt, retopo, UV and bake stylized rocks with a high-to-low workflow
- Model stylized grass, flowers, bushes and trees with Blender and TREEBOX
- Build a modular villa set piece with correct texel density and tileable UVs
- Draw foliage cards in Photoshop and set up wind and cards in-engine
- Build flexible master shaders and material instances in Unreal Engine 5
- Light a painterly scene and push color theory for games and cinematics
โ Requirements
- Skills: Basic understanding of Blender, Substance and Unreal UI, familiarity with UVs and PBR workflow
- Tools: 3-button mouse, drawing tablet recommended for ZBrush sculpting and Photoshop foliage cards
- Hardware: Minimum 16GB RAM, dedicated DX12 GPU for Unreal Engine 5, SSD for project files
๐ Description
This is a follow-along build, not theory. You start by matching the concept in Blender, then jump into Unreal Engine 5 for landscape, composition, and a first lighting pass. You see what looks off early and fix it before you waste time on details.
Then you spend real time in Substance Designer with PAINTBOX 2. You make 10 tiling painterly materials that still hold up with PBR values. The point is speed – how to iterate fast, keep brushwork loose, and still get clean tilings you can reuse in any project.
For props, you do the classic high-to-low workflow. Block rocks, sculpt them in ZBrush, UV, bake, and texture in Substance Painter. Same idea for foliage: draw cards in Photoshop, model in Blender, then use TREEBOX to spin up procedural trees and bushes that actually convert to game-ready assets in one click.
The big middle chunk is a modular modeling marathon – a villa set piece. You deal with texel density, UVs for tileables, and how to keep kits flexible. At the end you bring it all back to Unreal. You build lightweight master shaders, drive everything with instances, and turn a gray blockout into a painterly final with lighting and color that reads well from gameplay distance.
๐งโ๐ Who this course is for
- Environment artists who want a solid stylized workflow for games and cinematics
- Indie devs who need to build fast, reusable kits, foliage and materials
- Intermediate users with basic software knowledge who want portfolio-level results
๐งโ๐ซ About the Author
Justin Wallace is a freelance 3D artist and instructor focused on environment art for games. He runs the YouTube channel @ShinGidora, where he posts breakdowns on Unreal Engine 5, Blender and Substance workflows and builds tools for indie devs.
He developed TREEBOX and PAINTBOX 2 alongside this course to speed up stylized foliage and painterly material creation. The course itself is based on original concept work by John Wallin Liberto and published via FastTrackTutorials, with 5+ years of production and teaching experience behind the method.
๐ Final Result
- A complete stylized villa environment in Unreal Engine 5 with sculpted rocks, procedural trees and grass, modular architecture, custom shaders and lighting – ready for portfolio renders and video.

Channel